Files
interactive-story/backend/app/migrations.py
T
parththakkar106andClaude Opus 4.8 4dac445f90 Add Phase 12: native RPG world state
Structured world/player/NPC stats, two-way flags, and sticky milestones
per scenario (stat_schema). The AI proposes a per-turn delta; a Python
engine referees it (clamp to min/max, per-turn cap, cooldown, counters).
Band word-labels plus a fixed stat guide (descriptions + full ranges)
keep the model grounded. World State drawer + Insights delta report;
undo/retry roll it back via the Phase 11 snapshot pattern.

- migrations 26-28 (scenarios.stat_schema, adventures.world_state,
  actions.world_state_before); all nullable, additive, safe on existing rows
- migration 29 raises the default context budget 4096 -> 16384
  (custom values preserved)
- seeded demo scenario 04-rpg-world-state.json (Bandit Camp)
- 19 new tests (33 total pass)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 14:47:29 +05:30

155 lines
7.6 KiB
Python

"""Lightweight versioned schema migrations.
How it works:
- A fresh database is created by `Base.metadata.create_all()` (always current)
and stamped with LATEST_VERSION.
- An existing database runs every migration whose version is greater than its
stored version, in order, then is stamped.
The version lives in SQLite's PRAGMA user_version, or a one-row
`schema_version` table on Postgres (no PRAGMA there).
To change the schema: update models.py (keeps fresh DBs current) AND append a
(version, sql) pair here (upgrades existing DBs). Keep migrations idempotent
where cheap (IF NOT EXISTS etc.). Migrations up to 23 predate Postgres support
and use SQLite-only syntax — that's fine because every Postgres database
starts fresh (created by create_all, stamped LATEST, never replays them), but
migrations added from Phase 9 on must run on both dialects.
"""
from sqlalchemy import inspect, text
from sqlalchemy.engine import Engine
from .database import Base
# (version, SQL to run when upgrading past it) — append only, never reorder.
MIGRATIONS: list[tuple[int, str]] = [
# Phase 6: auto-summarization + memory bank (the `memories` table itself is
# created by create_all, which runs for existing DBs too).
(2, "ALTER TABLE adventures ADD COLUMN auto_summarize BOOLEAN NOT NULL DEFAULT 0"),
(3, "ALTER TABLE adventures ADD COLUMN memory_bank_enabled BOOLEAN NOT NULL DEFAULT 0"),
(4, "ALTER TABLE adventures ADD COLUMN memory_cursor INTEGER NOT NULL DEFAULT 0"),
(5, "ALTER TABLE adventures ADD COLUMN summary_cursor INTEGER NOT NULL DEFAULT 0"),
(6, "ALTER TABLE settings ADD COLUMN summary_model VARCHAR(200) NOT NULL DEFAULT ''"),
(7, "ALTER TABLE settings ADD COLUMN embedding_model VARCHAR(200) NOT NULL DEFAULT ''"),
(8, "ALTER TABLE settings ADD COLUMN memory_bank_capacity INTEGER NOT NULL DEFAULT 200"),
(9, "ALTER TABLE settings ADD COLUMN memory_top_k INTEGER NOT NULL DEFAULT 5"),
# Repair duplicate action indexes (player + AI actions of one turn used to
# get the same index): renumber 0..n-1 per adventure, preserving order.
# UPDATE..FROM: ranks are computed as a snapshot before any row is
# rewritten (a correlated subquery would see partially-updated rows and
# could produce duplicates again).
(10, """
UPDATE actions SET "index" = ranked.new_index
FROM (
SELECT id, ROW_NUMBER() OVER (
PARTITION BY adventure_id ORDER BY "index", id
) - 1 AS new_index
FROM actions
) AS ranked
WHERE ranked.id = actions.id
"""),
# Reasoning-model support: separate thinking budget + stored reasoning text.
(11, "ALTER TABLE settings ADD COLUMN reasoning_max_tokens INTEGER NOT NULL DEFAULT 0"),
(12, "ALTER TABLE actions ADD COLUMN reasoning TEXT"),
# Phase 8: optional accounts. The `users` table itself comes from
# create_all; these adopt all pre-existing rows under a "local user"
# (id=1) so a single-user install keeps working unchanged.
(13, """
INSERT INTO users (id, email, password_hash, is_guest, created_at,
demo_turns_used, demo_turns_date)
SELECT 1, NULL, NULL, 0, CURRENT_TIMESTAMP, 0, ''
WHERE NOT EXISTS (SELECT 1 FROM users)
"""),
(14, "ALTER TABLE scenarios ADD COLUMN user_id INTEGER REFERENCES users(id) ON DELETE CASCADE"),
(15, "UPDATE scenarios SET user_id = 1"),
(16, "ALTER TABLE scenarios ADD COLUMN is_public BOOLEAN NOT NULL DEFAULT 0"),
(17, "ALTER TABLE scripts ADD COLUMN user_id INTEGER REFERENCES users(id) ON DELETE CASCADE"),
(18, "UPDATE scripts SET user_id = 1"),
(19, "ALTER TABLE adventures ADD COLUMN user_id INTEGER REFERENCES users(id) ON DELETE CASCADE"),
(20, "UPDATE adventures SET user_id = 1"),
(21, "ALTER TABLE settings ADD COLUMN user_id INTEGER REFERENCES users(id) ON DELETE CASCADE"),
(22, "UPDATE settings SET user_id = 1"),
(23, "CREATE UNIQUE INDEX IF NOT EXISTS ix_settings_user_id ON settings (user_id)"),
# Link each adventure-script copy back to its library Script so it can be
# re-synced on demand. NULL for copies made before this column existed.
(24, "ALTER TABLE adventure_scripts ADD COLUMN source_script_id INTEGER "
"REFERENCES scripts(id) ON DELETE SET NULL"),
# Per-action snapshot of the shared script_state as it was before that
# action's hooks ran, enabling undo/retry to roll state back. JSON is valid
# on both SQLite and Postgres.
(25, "ALTER TABLE actions ADD COLUMN state_before JSON"),
# Phase 12: RPG world state. `stat_schema` defines the stats/bands/rules and
# milestones for a scenario; `world_state` holds an adventure's live values;
# `world_state_before` snapshots it per action for undo/retry (mirrors
# state_before). JSON is valid on both SQLite and Postgres.
(26, "ALTER TABLE scenarios ADD COLUMN stat_schema JSON"),
(27, "ALTER TABLE adventures ADD COLUMN world_state JSON"),
(28, "ALTER TABLE actions ADD COLUMN world_state_before JSON"),
# Raise the default context budget 4096 -> 16384 (Phase 12 injects a stat
# guide + world state each turn). Only bumps rows still on the old default,
# so anyone who picked a custom value keeps it.
(29, "UPDATE settings SET context_token_budget = 16384 WHERE context_token_budget = 4096"),
]
LATEST_VERSION = max((v for v, _ in MIGRATIONS), default=1)
def _get_version(conn) -> int:
if conn.dialect.name == "sqlite":
return conn.execute(text("PRAGMA user_version")).scalar() or 1
conn.execute(text(
"CREATE TABLE IF NOT EXISTS schema_version (version INTEGER NOT NULL)"
))
version = conn.execute(text("SELECT version FROM schema_version")).scalar()
# A non-fresh database with no stamp can only have been created by an
# earlier create_all of this same codebase — i.e. already at LATEST.
return version if version is not None else LATEST_VERSION
def _set_version(conn, version: int) -> None:
if conn.dialect.name == "sqlite":
conn.execute(text(f"PRAGMA user_version = {version}"))
return
conn.execute(text(
"CREATE TABLE IF NOT EXISTS schema_version (version INTEGER NOT NULL)"
))
if conn.execute(text("SELECT version FROM schema_version")).scalar() is None:
conn.execute(
text("INSERT INTO schema_version (version) VALUES (:v)"), {"v": version}
)
else:
conn.execute(text("UPDATE schema_version SET version = :v"), {"v": version})
def bootstrap(engine: Engine) -> None:
fresh = not inspect(engine).get_table_names()
Base.metadata.create_all(bind=engine)
with engine.begin() as conn:
if fresh:
_set_version(conn, LATEST_VERSION)
return
current = _get_version(conn)
for version, sql in MIGRATIONS:
if version > current:
conn.execute(text(sql))
current = version
_set_version(conn, current)
_encrypt_plaintext_api_keys(conn)
def _encrypt_plaintext_api_keys(conn) -> None:
"""Phase 8 data migration (can't be plain SQL): API keys saved before
encryption-at-rest existed are stored bare; wrap them in Fernet. Runs on
every start but matches nothing once all rows carry the enc: prefix."""
from . import security # deferred: security derives its key from DB_PATH setup
rows = conn.execute(text(
"SELECT id, api_key FROM settings WHERE api_key != '' AND api_key NOT LIKE 'enc:%'"
)).all()
for row_id, plain in rows:
conn.execute(
text("UPDATE settings SET api_key = :key WHERE id = :id"),
{"key": security.encrypt_secret(plain), "id": row_id},
)